Godslayer Rules Review!


I downloaded the rules for Megalith Games Godslayer miniature game the other day and after reading through them during dinner at a local restaurant I thought I would post a review.  Now this is only a review of the “rules” not the game as I have not had a chance to play a demo game yet.  Hopefully I will get a chance to do that soon with some proxy figures and will post the results.

First of all a free copy of the Quick Start Godslayer rules can be obtained at the Megalith website.  These along with the remarkable miniatures being previewed on their Facebook page are more than enough to get you excited about entering this game world.

Game Structure

First of this appears very much to be a “warband” skirmish game.  Miniatures in the game will act either as individuals/leaders/heroes or as units.  The rules indicate an average game is recommended at 160 points.  While the rules do not say how many figures this is.  Looking at the Wyldfolk profile cards it appears this would be about 10 figures:  Pendragon, Bard, and two units of Bladesingers.


Models and units in this game have 8 attributes.  While this may be a lot for a skirmish game these days the good part is that all of them are self explanatory:  you have Movement, Melee, Missile, Magic, Defense, Armor, Leadership and Actions.  So basically if you are thinking of doing something the characteristic to consult will be obvious.


Gameplay is driven by Action tokens.  Action tokens are used to activate models and performs actions.  The rules were not clear on how you obtain or generate Action Tokens but it seems each model or unit has a set number of Action Tokens they get each round.  So for the Wyldfolk, Pendragon gets 6 Action Tokens.  All of these tokens are then placed in your “pool” for that “model” so it seems Pendragon’s six tokens could only be used for him.


Once tokens are generated models are activated based on an initiative roll.  Each player can activate a limited number of units before his opponent gets to activate some.  So you can choose to either activate 1 individual model or 1 unit on your turn; or you can activate 2 individual models; or you can activate 1 individual model and 1 unit.

So for the Wyldfolk warband I put together for this example, in my first turn I could activate Pendragon or the Bard or I could activate them both; or I could activate either Pendragon or the Bard and 1 unit of my Bladeslingers.  After those actions are done my opponent gets to select his activations.


Each action token allow a model to move its full movement.  So a model with a Move of 3 could move three inches with one token.  Only 4 tokens may be spent by a model for movement.

No pre-measuring is allowed in the game for movement, charging or missile attacks.


Combat is performed by using Action Tokens to engage another model (i.e. movement) and then using tokens to strike with the preferred weapon or attack.  So my Bard has a bastard sword that requires 3 action tokens to use.  If he moves into combat (1 Action Token) and then attacks with the bastard sword (3 action tokens) that would be 4 action tokens.  Since he has 5 Action Tokens I believe he could use his last token to move again (if he is still engaged his opponent would get a free strike though)


Melee attacks are resolved by rolling 2D6 + your Melee value.  If the result is higher than or equal to the target’s Defense value it is successful.  Damage is a 2D6 roll + Power minus the target’s Armor value.  This result is then subtracted from the model/units damage track.

Missile attacks are resolved by rolling 2D6 + your Missile value.  If the result is higher than or equal to the target’s Defense value it is successful.  Missile range is determined by the RNG on the weapon but has a maximum of twice that at a -1 to your MIS value.


A charge is a special movement and attack that costs no Action Tokens.  A charge must be the model’s first action that round and it cannot be engaged from a previous round.  The charge is two times the Move of the model +2 free inches.  If contact is made the attack gains a Charge Bonus of +1 Melee and +1 Power.  Action tokens are still spent to strike though.


Special Abilities/Attacks

Models and units have special abilities and attacks that either effect the model, the target or both.


Presently the rules indicate that the game consists of “six turns” after which victory points or “kill points” are added up to determine the winner.


Since these were only the Quick Start rules this review is obviously subject to change.  As they stand I do like these rules.  I like the fact that they have the potential for some depth but are not too simple either.  The damage boxes may turn some players off but it appears if you play Warmachine they are quite similar.

What I really like is the fact that there are enough characteristics to make a lot of models and units unique without giving them exorbitant stats.  Instead a character really good at defending themselves for example will have a high Defense but maybe low armor.  Where a brute that can take a lot of damage will have a low Defense but a high armor value.  And looking at the profile cards and the models coming out there will be a lot of fun characters and units to try these out on.

I am definitely looking forward to the full rules and the game itself.


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